Search found 216 matches
- Mon Aug 08, 2016 4:24 am
- Forum: Ren'Py Questions and Announcements
- Topic: Making dialogue be said once player stats are at a set level
- Replies: 9
- Views: 651
Re: Making dialogue be said once player stats are at a set l
I suggest this label results: if Grade_Score <= 0: t "Try harder next time. You scored 0/10." elif Grade_Score <= 1: t "I though you could do better than this. You got 1/10." elif Grade_Score <= 2: t "I think you could do better next time. You got 2/10." #etc ..... elif...
- Thu Aug 04, 2016 2:48 am
- Forum: Ren'Py Questions and Announcements
- Topic: Increment a variable at each build
- Replies: 2
- Views: 371
Re: Increment a variable at each build
OK, thanks for the answer.
I guess I'll have to keep track another way, and be more focused about it...
I guess I'll have to keep track another way, and be more focused about it...
- Wed Aug 03, 2016 6:01 pm
- Forum: Completed Games
- Topic: Chocolate [KN][very short][fantastic, humour]
- Replies: 0
- Views: 1366
Chocolate [KN][very short][fantastic, humour]
I'm very excited (and very anxious) to present you my second Visual Novel "Chocolate ". I made the first version two years ago, only in French, but I've just made the final corrections to the English translation (and had it proofread by a native speaker) so it's time I present it to you, e...
- Wed Aug 03, 2016 3:53 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Increment a variable at each build
- Replies: 2
- Views: 371
Increment a variable at each build
I have no idea if what i wish is possible or not, so i'm asking the renpy specialists of this forum. I'd like that each time I make a build of my game (using the "building packets" feature of the renpy launcher), I can increment a variable in my game (persistent variable) So, is there any ...
- Tue Aug 02, 2016 3:37 pm
- Forum: Demos & Beta Testing
- Topic: Clair Obscur [KN, experimental] need eng. transl. proofread
- Replies: 2
- Views: 1129
Clair Obscur [KN, experimental] need eng. transl. proofread
Hello ! I finally took up the courage to present a work I did a year ago and to try to translate it into english. This is where I need your help. My game was first written in french, but I'd like it to meet a larger audience. That's why I made a draft english translation. I think the text is underst...
- Mon Aug 01, 2016 5:29 am
- Forum: Ren'Py Questions and Announcements
- Topic: calling a Pause screen
- Replies: 2
- Views: 474
Re: calling a Pause screen
You may try to add
in your screen code (at the beginning) => this instruction prevent interaction to occur except in the active parts of your screen
https://www.renpy.org/doc/html/screens. ... -statement
Code: Select all
modal True
https://www.renpy.org/doc/html/screens. ... -statement
- Mon Jul 25, 2016 6:47 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Scene/image interact help?
- Replies: 2
- Views: 270
Re: Scene/image interact help?
I suppose imagemaps could do the trick https://www.renpy.org/doc/html/screens.html#imagemap-statements I think there is a thread in the cookbook section to implement a point and click mechanism https://lemmasoft.renai.us/forums/viewtopic.php?f=51&t=13830 (actually it's a hidden object game macha...
- Fri Jul 22, 2016 12:03 pm
- Forum: Ren'Py Questions and Announcements
- Topic: [SOLVED]How to color renpy.notify(str(num)) number?
- Replies: 4
- Views: 1289
Re: How to color renpy.notify(str(num)) number?
What about this ?
or
(Not home right now, I can't test)
Code: Select all
renpy.notify("{color=#ed2024}{size=12}[num] NEUS POINTS!!{/size}{/color}")
Code: Select all
renpy.notify("{color=#ed2024}{size=12}" + str(num) +" NEUS POINTS!!{/size}{/color}")
- Sun Jul 03, 2016 6:14 am
- Forum: Ren'Py Cookbook
- Topic: [Solved]Imagemap indentation mismatch. Delete this ;_;
- Replies: 2
- Views: 825
Re: Imagemap indentation mismatch
The word "imagemap" must be strictly aligned with the word "window", on your screenshot there is a one space gap (imagemap is one space more on the right) indentation is very important in python and in Ren'Py too (based on python) In Ren'Py, blocks must be indented relative to th...
- Tue Jun 28, 2016 6:03 am
- Forum: Ren'Py Questions and Announcements
- Topic: preferences screen with multiple language option ?
- Replies: 3
- Views: 4190
Re: preferences screen with multiple language option ?
I think I have a solution for your preference menu issue : you have to use screen language to achieve what you want, not persistent variable. You have a screen language action to change language https://www.renpy.org/doc/html/translation.html#translation-actions-functions-and-variables So you should...
- Tue Jun 21, 2016 4:31 am
- Forum: Ren'Py Questions and Announcements
- Topic: Extracting character name colour
- Replies: 5
- Views: 1266
Re: Extracting character name colour
I did that several times. So how do I do that ? Well, I define a variable that takes the color, and then use this vatiable any time I need the color to be used. define couleur_samsara = Color("#00aad3") Here is my character definition define moine = Character(None, what_color = couleur_sam...
- Sat Jun 11, 2016 6:18 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Menu(not global or main) customizations with styling?
- Replies: 4
- Views: 604
Re: Menu(not global or main) customizations with styling?
you can use the style statement to define new styles
https://www.renpy.org/doc/html/style.ht ... -statement
https://www.renpy.org/doc/html/style.ht ... -statement
- Sat Jun 11, 2016 2:40 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Menu(not global or main) customizations with styling?
- Replies: 4
- Views: 604
Re: Menu(not global or main) customizations with styling?
Why don't you use the same styles in your new menu and your main menu ?
Code: Select all
window:
style "mm_root"
Code: Select all
frame:
style_group "mm"
- Sat Jun 11, 2016 1:43 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Take screenshot and reuse it later
- Replies: 1
- Views: 945
Take screenshot and reuse it later
Hello people ! I'd like to know if it's possible to take a screenshot of the game, save it somewhere, in the images folder for example, and reuse it later, for example in a screen. I tried to use the renpy.screenshot() function , but I didn't succeed, it seems that no screenshot is saved anywhere. D...
- Sun Jun 05, 2016 6:20 am
- Forum: Ren'Py Questions and Announcements
- Topic: Navigation through submenus?
- Replies: 2
- Views: 875
Re: Navigation through submenus?
You can treat your menus as labels by adding a label to them, like this label shop_items: menu: "make_up": menu: "short hair": menu short_hair: "red lotion (200 cr.)": if money>=200: $ money -=200 "you've bought red lotion!" jump short_hair #now I'd like it to...